Here comes my next attempt to make a suggestion for EroDungeons. So far it seems, that all bondage items are equipped permanently. That seems a bit too restrictive and doesn't fit all the items presented in the demo. For example the blindfold seems to be very easy to remove, while the collar and the ankle cuffs are very solid. How about different escape difficulties for bondage items. One option would be to go for 3 different levels.
Level 1, easy to escape items. The adventures can try to struggle out of these items during combat and are automatically removed at the end of a fight.
Level 2, hard to remove items. It is impossible to escape these items during a fight, but with the help of consumables the party can try to remove them during a mission outside of combat. Fitting consumable would be bold cutters, pick locks or glue remover. Once a mission is over these item can be remove when you have the right building and for a little fee of course.
Level 3, impossible to remove items. Once equipped you better learn to life with this stuff. However there could be a very rare curio in some dungeons that give you a chance to escape. But if you fail, then more bondage items will be attached to the character or the whole group. Curios which can help with these item could be a statue of a goddess or an ancient sarcophagus.
Thinking about the interaction of curios, I guess it would be nice if some curios in general have a chance of equipping bondage item on the heroes. Or if traps would be implemented in EroDungeons, like they are in Darkest Dungeon. I have not seen this in the demo so far.
I wonder if others would like to see this concept implemented in our game as well? What do you think about this idea?
Edit: Upon closer inspection it seems you already have some mechanism planned to remove bondage items. However I don't understand the mechanism behind durability and the uncurse mechanism. At least it seems that this is not a part of the game yet. Can you explain a bit more about these features?